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  • Опубликовано: 24 дек 2024

Комментарии • 244

  • @PonteRyuurui
    @PonteRyuurui  Год назад +21

    ➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart

    • @postmodernerkindergartner960
      @postmodernerkindergartner960 Год назад

      One more question, i just got mail from you "The biggest Blender struggle" where you promote a coaching program in the end with a button on the landingpage, but the button links to the hard surface academy, which from what i can see is no coaching/mentoring but a collection of some of your tutorials, was that a mistake or did i misunderstodd what you were promoting? thanks

    • @postmodernerkindergartner960
      @postmodernerkindergartner960 Год назад

      @@PonteRyuurui good stuff!

    • @tegkgiof
      @tegkgiof Год назад

      Gives error 1020 , unavailable.

    • @PonteRyuurui
      @PonteRyuurui  Год назад

      @@tegkgiof if you re in Russia, could be, use VPN

    • @tegkgiof
      @tegkgiof Год назад

      ​@@PonteRyuuruiI did so, thanks.

  • @ahmetyalcinkaya5546
    @ahmetyalcinkaya5546 Год назад +121

    One of the best hard surface artists with the Terminator voice :)

    • @cristialexandrugheorghe3374
      @cristialexandrugheorghe3374 Год назад +1

      Spot on remark

    • @mlassz009
      @mlassz009 Год назад +2

      Did he ever find John Connor

    • @ShakaTechnique
      @ShakaTechnique Год назад +2

      Dude I read your comment before I started watching the video (never watched this channel b4) and then he just comes in like, HEY GUYS 🤖 I laughed out loud lmao

    • @shadowr2d2
      @shadowr2d2 Год назад +1

      This comment is gold. I was interested in the video. But, now that the Terminator is here. Hell, yeah I’m subscribing to this channel. P.S. - I have not watched the video yet. Lol 😆🥹😅😂🤣🥲. A very cool voice as well.

  • @matslarsson5988
    @matslarsson5988 Год назад +96

    This is EXACTLY what I've been looking for. I've wanted someone to analyse and show real game objects for ages! That cockpit blew me into a million pieces btw. Amazing! Will buy one of your courses as thanks! Please, do more stuff like this!

    • @AngelWillyVilda
      @AngelWillyVilda Год назад +4

      Yeah, exactly as you said. I prayed to 3D gods for a specific presentation of Star Citizen models and this is it!! Thank you universe! :D

    • @Rin8Kin
      @Rin8Kin Год назад +1

      Star Citizen is not a "real game", actually.
      NORMALLY designers have to optimize the models to lower system requirements.

  • @jonahhekmatyar
    @jonahhekmatyar Год назад +10

    It's awesome that they let you go in depth with how they make these ships. So much detail, world class sci-fi imo

  • @Dina_tankar_mina_ord
    @Dina_tankar_mina_ord Год назад +3

    When you panned your view, at first, I thought you were in Eevee mode. But when I realized it was Cycles and saw your update count, I was amazed. I would call this envy mode. God damn, that has to be a beefy rig!

  • @IsvRada
    @IsvRada Год назад +1

    SC player here and also an amateur Blender artist :) thank you so much for your videos!

  • @na_haynes
    @na_haynes Год назад +1

    Those models are incredible looking!

  • @thelordofthebay9902
    @thelordofthebay9902 Год назад

    Man its unreal! I love the design of this game, and you showed 3D models of it. It's priceless!

  • @hessian1
    @hessian1 Год назад +1

    Sir, Ihre Videos sind wunderbar! Ich liebe die Detail- und Technologiebegriffe in . Ich bin ein C.A.D.D. Benutzer und wie Sie bin ich erstaunt über all die Ebenen und die Details von ihnen, die dieses Spiel hat.

  • @r3dshed
    @r3dshed Год назад +1

    That is an incredibly immersive level of detailing.. Obsessive even.

  • @kevinm3751
    @kevinm3751 Год назад +1

    Yea like you I can spend hours in the game just looking around, getting up real close to the models and elements, taking screenshots and never even play the game sometimes. Just a lot of mental drooling! Hats off to you for being able to get the models you can load into Blender. I am still trying to figure out how to do that...

  • @niklasdahlgren7641
    @niklasdahlgren7641 Год назад +17

    The ships in Star CItizen are INSANE. One can spend an hour just walking around and inside a ship and just inspect all the little details.

  • @Wolf_Rayet
    @Wolf_Rayet Год назад +1

    this is a big big treat for me to finaly see this ships in blander , and also this game is in a way the reason i started learning 3d modeling,very immersive and very inspiring,ty for this video and ty for all youre videos,learning a lot from you and Josh

  • @jeffdavies2824
    @jeffdavies2824 Год назад +3

    How in the world did you get the star citizen models into blender? I'd love to know so I can analyze specific models to learn their technique

  • @djakeanthony5233
    @djakeanthony5233 Год назад

    This man knows quality.

  • @Liberty_Games
    @Liberty_Games Год назад

    *5:36*

  • @DigilusionStudios
    @DigilusionStudios Год назад +1

    One of the original creators that assisted in development of some original ships did a class, I think it was at Gnomon, here on youtube. He started as an architect, designing spaces and form following function to design everything with at scale ergonomics in the ships and overall aesthetic. He also showed how he made the layers in Pshop to be able to expose dirt, oil, rust and general used feel by wiping away different layers in a mask. It was very cool.

  • @shadowr2d2
    @shadowr2d2 Год назад +1

    This video is gold. Thank you for posting this video. You have a new subscriber. Keep up the great work.

  • @haixuchen3145
    @haixuchen3145 Год назад +3

    Star Citizen has been in dev for quite some time. The last time I read/viewed their dev process a few years ago, I think have people who are from Industrial Design. In Industrial Design (ID) form, shapes and functions are very important. Those who ID are not just going to slap some shapes and details here and there for the heck of it, but they do think it through, very much like automotive designers.

    • @billywashere6965
      @billywashere6965 Год назад

      Yep, someone else also mentioned that an artist they know who works at CIG says the style guides are documented almost identical to the engineering style guides used by automakers, mainly because the thruster placements actually affects its flight capabilties, and they have to accommodate interior designs and physicalized compomnents that have actual relays that power those compomnents, just like a real-life vehicle.

  • @rDunfee
    @rDunfee Год назад +2

    Star citizen has such a variety of amazing ships. If you would have told 2018 me I would have put over 1000 hours into it in 2022 I would have called you daft, but here we are. It's a fantastic good time if you play with buddies

  • @Rune3D
    @Rune3D Год назад +8

    Thank you for doing this! I've taken time to reverse-engineer a game model once and it was highly educational! I can't stress how helpful this was to me! :)

  • @BadTactics101
    @BadTactics101 Год назад +6

    Funny... SC is the reason I wanted to learn 3D modeling in the first place, and here we are. Guess I am full circle now.

  • @ZettXXII
    @ZettXXII Год назад

    absolute banger of a video. The ships are masterpieces and it's icredible to see a glimpse of how they are made.

  • @dukesoup786
    @dukesoup786 6 месяцев назад +1

    I'm wondering how many people usually work on a single spaceship to produce such a result? Can something like this be done solo without the modeling process taking months?

    • @PonteRyuurui
      @PonteRyuurui  6 месяцев назад +1

      It is feasible, but it would take a hell of a long time and research. You'd nee to be a top expert in several areas. 12 pl on the team for each vessel, at minimum. Also, designers work together with modelers at the same desk. Not to mention that modelers have engineering degrees.

  • @bennyweimer2345
    @bennyweimer2345 Год назад +4

    I would love a look at how they have the textures set/how many there are per model. Ive heard they use trim sheets but I would love to actually see them.

    • @JacksSpaceGames
      @JacksSpaceGames Год назад

      For what I have seen they use vertex groups to texture different areas. I tried to replicate the method and couldn't quite figure out how they did it.

  • @hiddenvoid
    @hiddenvoid Год назад +1

    Thanks for the awesome video.

  • @purpleparkstudios4124
    @purpleparkstudios4124 Год назад

    These models are crazy! So inspiring

  • @sethdaigle2284
    @sethdaigle2284 Год назад

    no freakin way they let you have these models. Im fangirling so hard rn

  • @A-n-t-o-n-y
    @A-n-t-o-n-y Год назад +36

    Agree with you! The game has awesome design examples! Besides spaceships, it's buildings, interiors, props etc. Though I should mention that I'm not sure regarding the future of the game - it has a lot of well-deserved criticism. But amount and quality of 3D work is amazing! I would like to study these models in Blender you mentioned in the video. Where did you get them?

    • @Super-id7bq
      @Super-id7bq Год назад +6

      Honestly if you play it with other people there's nothing like it. I can get why anyone playing it solo would find it a bit boring after a while (especially if you don't have the patience for a buggy alpha) but as a multiplayer experience there's nothing else like it. It pretty much ruined all other games for me. Not sure if that says more about Star Citizen or the games industry (maybe a bit of both) but I certainly don't have any other game in my library that I have tens of thousands of hours in at this point.

    • @billywashere6965
      @billywashere6965 Год назад +1

      @@Super-id7bq Definitely says a lot about both, and I'm in the same boat. It's impossible for me to enjoy other games the way I used to after playing Star Citizen.

  • @morningdrums
    @morningdrums 5 месяцев назад

    Just amazing work. Love to build a realistic spaceship on my end

  • @HyperAxoloto
    @HyperAxoloto Месяц назад

    hi there, superb channel mister ! I would also ask where we can find those SC .blend resources please ?

  • @lavallion7471
    @lavallion7471 Год назад

    I am building a star citizen concept right now and this video couldnt have better timing. Thanks for that amazong insight!

  • @random_tantrum
    @random_tantrum Год назад

    thanks for enlightening me on the subject of N-gons

  • @stevejones-p4k
    @stevejones-p4k Год назад +1

    Thank you for you Excellent Insight into these wonderful models -Love your Descriptions and knowledge. i would love to see more of this kind of thing. IT up my understanding in Design. Thank you again.

  • @endonerios
    @endonerios Год назад

    This was awe-inspiring, to say the least. Thank you, Ryuurui!

  • @berca76
    @berca76 Год назад

    This is what I was looking for!!! Awesome!

  • @MagicMike785
    @MagicMike785 Год назад

    Nice work. How do you bake the materials of the ship with interior?

  • @yug9232
    @yug9232 Год назад

    Wow this channel is a gold mine! Thank you so much!

  • @Nexxorcist
    @Nexxorcist Год назад +1

    Just wanted to say thanks for the video. That was inspiring af and incredibly informative. It's really cool to see what you guys preach in action in a AAA title like that. Especially how they triangulate the ships. It's basically what you guys taught in that hard surface prop course from a while back. So cool.

  • @Outmind01
    @Outmind01 Год назад +7

    I'm digging the modularity of the Vanguard, and the detail on the Mole is just insane! It's not a conventionally pretty ship, but there's so much going on.
    It would be great to be able to get a breakdown of the design process for one of those ships. Like, how do they settle on a shape, what problems do they encounter while designing, how do they determine what level of detail is good enough but not too much etc.
    It's weird - I see nothing on the Mole for example that someone with a bit of HSM under their belt couldn't make, but the sheer amount of stuff is intimidating.
    Also, how does the game handle so much geo? Even with all those decals that one ship still has 900K verts! Even if you break that up into the interior and exterior, that's much more than most conventional games show these days.

    • @ephalanx1
      @ephalanx1 Год назад +3

      The cryengine is very good at crunching polys. Thats one thing its pretty good at. Also LODing helps a lot. Culling as well.

    • @milk697
      @milk697 Год назад +3

      in star citizen, the interior isn't rendered unless you're inside the ship or you can see into the entrance
      most ship interior sections are also separated with doors, so you can likely assume that the sections behind doors aren't rendered until you access them
      so for the most part, only the exterior of the ships are rendered - like if you're in a dogfight or something, you're really not gonna be close enough to the other ship, or looking close enough, for it to matter

    • @Luredreier
      @Luredreier Год назад +1

      ​@@milk697
      True, although you can see in through windows to see someone walking around inside a ship from the outside.
      So if you are flying in from of it or are in a elevator or something but can look into the windows of the ship you can see the people in there walking around.
      It's kind of weird to look at since your down and the down in the ship is different (thing gravity generation etc).

    • @phoenixcraft9940
      @phoenixcraft9940 Год назад

      @@ephalanx1 Cryengine is no longer used. They're using a very modified version of Amazon's Lumberyard now.

    • @billywashere6965
      @billywashere6965 Год назад +1

      The shapes are based on style guides based on the fictional manufacturers in the game. Different manufacturers have different motifs. For instance, most Drake ships have a very similar cockpit design, same with Anvil. Crusader has very obvious wingspreads on their ships; RSI is known for their cockpit struts.
      The pipeline at CIG is also very streamliend for building ships. Ironically, the biggest hurdles they run into aren't even with the art design of the ships, but the ship features (which are designed by a completely separate team known as the vehicle features team).
      The art team can complete whitebox designs of some ships in a month or two, and a greybox in a couple of months (for medium to small ships). SOme of the ships had their art designed years ago, but are held up in production due to the vehicle features team not having the design capabilities ready for the ships.
      Basically, the art team is VERY quick with their ship designs.
      Also, the game used to have pretty awful optimization, but with the Gen12 renderer and a server-side object container streaming, they have managed to improve overall performance significantly, even with massive ships like the 890Jump on screen.

  • @xxphantom93xx61
    @xxphantom93xx61 Год назад +2

    I purchased the design course on your website to go faster with my switch from maya to blender, I just saw this video and I agree with your analysis on SC design. Do you have a tutorial that explain how to use decals on blender in such a way? Anyway for this kind of projects, the way a ship looks, the way it behaves I guess a large team of modelers and engineers worked together to realize a single piece ☺️

    • @Winter-CIG
      @Winter-CIG Год назад +1

      Decal Machine is fantastic. Well worth it for doing hard surface decal work in Blender.
      And yeah a ton of people are involved in the making of a ship :)

  • @purplesenf
    @purplesenf Год назад +4

    Amazing Video. Learned a lot just by watching. Would be great if you could make a tutorial about creating basic shapes like the models in this video and show us the technique which is used for the details. I appreciate your work and keep it going!

  • @avistryfe4534
    @avistryfe4534 Год назад +2

    Nice eve miner knockoff at 1:43. Guess they get their ideas from somewhere too.

  • @PieterHanja
    @PieterHanja Год назад

    Amazing work!

  • @chancemcclendon3906
    @chancemcclendon3906 Год назад +1

    wait where can we get these models!? I would love to st it up for resin printing.

  • @gabrielmoro3d
    @gabrielmoro3d Год назад

    Your content is brilliant.

  • @JacksSpaceGames
    @JacksSpaceGames Год назад

    Very nice to see how they do things. I just can't figure out how they use vertex groups to texture.

  • @red_cloud_o7
    @red_cloud_o7 Год назад +1

    would have loved to see you explore de alien ship interiors.

  • @tony92506
    @tony92506 Год назад

    great video! amazing stuff!

  • @3dmaya318
    @3dmaya318 Год назад +1

    But I heard that having Ngons in Models can create problems while UV wrapping, Texturing. What about that?

    • @PonteRyuurui
      @PonteRyuurui  Год назад +1

      It can, but it depends on many factors. With procedural textures it doesnt matter. Topology has to have a purpose, it's not balck or white mate.

  • @BlueBeluga_
    @BlueBeluga_ Год назад +1

    its crazy that you got the 3D models of the spaceships from CIG. I would love to further look into their models.

  • @Game-Garden
    @Game-Garden Год назад +1

    I wish I could check out the star citizen models in blender too

  • @Dannos3d
    @Dannos3d Год назад

    Thanks for the vid. Really like these style of vids as they help me understand the thought process and design theory.

  • @Cinhil
    @Cinhil Год назад

    What's the workflow for creating a ship like that with interiors - create the interiors first as chunks/modules than build the shell around it?

  • @Ureroll
    @Ureroll Год назад

    You got a real treasure there!! The final mid poly, wow!! Another source of inspiration are the ships exteriors in Elite Dangerous (or even EVE), plenty of compelling designs (even if the smaller levels of detail are outdated). I am sure your are getting tons of hints on how the original models were designed and constructed (seems mostly if not all sub-d), thanks for sharing some. Regarding the decals, they are one of the reasons why some modern games are so CPU heavy. They use a technique called POM to display the geo, aka Parallax Occlusion Mapping. Another new game where POM is used with stunning results is A Plague Tale: Requiem (also super CPU heavy). All is now changing with AI, where you get a detailed depth mask from an AI generated 2d image without needing to model anything in the first place. With the right Ai trained model you can spit out thousand trim sheets variations (already tiling, lol) AND the depth maps, basically ready for placing your trims UVs and POM away in engine! Like for everything else, there are limitations to the technique but the results can look just like everything was modeled in.

  • @FLCAS97
    @FLCAS97 Год назад +1

    Many thanks for this video. I’m a big fan of modeling starships and this very is useful information as I’m gathering modeling methods used in this domain

  • @Strider1122
    @Strider1122 Год назад +1

    "I wouldn't get attached to your vessels and ships!" I don't know why that made me laugh! Top Channel Ryu, I used Maya before I got brain damage, but now I'm liking the look of Blender. My hat goes off to yah mate, Your tutorials are s*** hot! (Top Quality) Thank you. Also got me out of a rough patch Cheers mate. Just going through your free course now. I learnt a bit from my old friend Mike Nash Zero Dawn😢... Anyways, Horizon zero dawn, Forbidden West, damn the amount of times I've paused that game and taken still shots of not only the living robots but the ones I've taken out, and they're just lying dormant on the floor It sounds proper silly but I actually take still shots of my kills in horizon, The hard surface in that game is phenomenal. And him being just the concept artist and the amount of work/ time he put into his Zbrush HS work, damn. 😮Was one of the best, next to you (as to what I've seen in your tuts) Gavriil Klimov and Vitaly Bulgarov, Oberfett the list goes on, But as I said I've got brain damage and I've been out of the game since 2018 so now I'm finally getting back in (Totally forgetting how to use Maya cause of the brain trauma, and even ZBrush which is my go-to as a concept artist and I have to start again) But now i gotta start from scratch, and was pointed to Blender Bros. And the crazy thing is because my head has literally been asleep AI has suddenly bloomed up outta nowhere, which still isn't going to hinder my 3D modelling, on the contrary, it will be my assistant, for a time anyways. Do you think that AI will be able to fully take over, FULL 3D modelling workflows? (Probably a stupid question) Remember I've not fully caught up so I don't know everything that is going on yet maybe it already has. Awesome and scary at the same time. Who knows how it will be in 10 years time damn.

    • @PonteRyuurui
      @PonteRyuurui  Год назад +1

      Cheers mate, and i hope you ll be smashing in Blender soon. I have a vid on AI somewhere, for now it is just a tool, but you never know. Gotta do what we always did, adapt.

    • @Strider1122
      @Strider1122 Год назад

      @@PonteRyuurui exactly bro, old skool! 🙏

  • @berrlinerr
    @berrlinerr Год назад

    Do you have a video series of modeling the spaceship seen in the video?

  • @ythedays
    @ythedays Год назад

    Really love your work brother

  • @RickHenderson
    @RickHenderson Год назад

    This was an awesome video! Going through your starter course now. 🎉

  • @pZq_
    @pZq_ Год назад

    This vid is unique. thank you!

  • @lektorluigi8932
    @lektorluigi8932 Год назад +1

    holy MOLY! how long does it take for a single person to model it? (with interior)

  • @DxBang3D
    @DxBang3D Год назад +1

    03:02 Star Citizen isn't based on Unreal, but on a modifed Cry Engine which they have renamed to Star Engine.

  • @kichmadev
    @kichmadev Год назад +1

    Great brakedown, wish we had some 3dsmax files of the ships to look at. For some reason Blender and Max exports dont work well together (those topo issues, bet those models look a lot cleaner in max).

  • @gabrielegagliardi3956
    @gabrielegagliardi3956 Год назад +3

    Hi Ryu, this video blew my mind, breaking down models from the industry is such a useful thing. Btw, do you have any news about decal machine for substance painter and unreal? I love how easy the workflow is in blender but it would be great to export decals and trims properly outside. I was looking into it some times ago but didn't find anything, do u know something about it? Once again, thank you so much for your work, both your courses and free videos are superb.

    • @PonteRyuurui
      @PonteRyuurui  Год назад +3

      cheerio! well, for SP you can import alphas, no height info though, i think we cover that in our courses Game Asset 2.0, UE is a bastard, trims are easy - dual UV channel, but decals you'd need an atlas, and again, height map will be tricky af

  • @konstantinnovikov4964
    @konstantinnovikov4964 Год назад

    Thanks for the video. For me, the design of Halo and Destiny also is mind-blowing.

  • @AlleyKatPr0
    @AlleyKatPr0 Год назад

    So awesome modelling for an interactive walking simulator, gottit, thanks for your insight.

  • @Joe.o7
    @Joe.o7 Год назад

    If you aren't interested in the game itself, there's no reason to buy every ship from the official store (prices from 60$ to 1000$ and above).
    Instead, you can get a starter pack (45$) and buy in-game currency packs on the grey websites (7$ - 50ml). This amount of in-game currency helps you to get all in-game ships.
    About the in-game wipe, this happens once per season or half of the year. And there's not a full wipe, 50/50 in the worst scenario.

  • @joseenriquesanchezcoque
    @joseenriquesanchezcoque Год назад +1

    eres un maquina nano, bestial

  • @myleslambert
    @myleslambert Год назад +1

    17:38 "The reason why they do that is because baking bevels doesn't produce good results". This just isn't true - you can bake bevels fine provided that you setup the lowpoly/ uvs/ cage correctly. The reason it's popular is because a.) it's really fast - a whole lot of time is saved not baking anything. b.) the two methods actually have the same vertex count at the end since you don't need hard edges with this approach.
    There's a bunch of caveats as well, but overall it's a great technique :)

    • @PonteRyuurui
      @PonteRyuurui  Год назад +1

      false, if you bake bevels on sharp edges at certain angles and lighting they will look liek garbage,a nd that is why they do it.

  • @Armadous
    @Armadous Год назад

    What's the right offset for the decal mesh off the vessel surface? I worry about z fighting.

  • @r1yuj1n
    @r1yuj1n Год назад

    Thanks, very insightful video! I'm doing the Origin M50 for my portfolio and this was golden informations!

  • @xrx2023
    @xrx2023 Год назад

    Ryuu please review the rsi Bengal I'd love to see what your take on the design is. Thanks

  • @MerikoFaruk
    @MerikoFaruk Год назад +1

    I got a question actully so uhm how I can create decals without using decal machine?

    • @PonteRyuurui
      @PonteRyuurui  Год назад

      dont know dont care becase why suffer (you'd need to bake them all manually - one tool for it could be grab doc)

  • @sim.frischh9781
    @sim.frischh9781 Год назад

    I remember someone explaining Star Citizen designing their ships from real life planes up, to ensure a high level of functionality and realism in the final look and shape, the entire design language.

  • @appidydafoo
    @appidydafoo Год назад

    Very interesting, thank you

  • @SuperMontana2008
    @SuperMontana2008 Год назад

    Where did you get the models from, would love to have a look at them to learn from, also do you have a tutorial showing using decals for game models like star citizen?

  • @Ahivo
    @Ahivo Год назад

    Amazing job thanks

  • @postmodernerkindergartner960
    @postmodernerkindergartner960 Год назад

    Thanks, loved the Video. I can't find the course that is shown in the video few times. You've linked the terminal one in the description which is a different one.

  • @ertugrulbakoglu5506
    @ertugrulbakoglu5506 Год назад

    Thank for the vid, how did you manage to get this 3d models i want to create a scene and try to model for myself.

  • @Damdidamdamdam
    @Damdidamdamdam 11 месяцев назад

    So are the decals 2 dimensional? They have no thickness? And it works?

  • @aleguerra87
    @aleguerra87 Год назад

    insanity this models

  • @Oskar23232
    @Oskar23232 Год назад

    lord master piece

  • @jros2721
    @jros2721 Год назад

    Awesome video bro

  • @alexisperez7287
    @alexisperez7287 Год назад

    how did you get the models? amazing explanation!

  • @JoaoSilva22222
    @JoaoSilva22222 Год назад

    You hear that voice, you know it´s deep!

  • @ianmyles9025
    @ianmyles9025 Год назад

    Awesome review

  • @denizorsel1029
    @denizorsel1029 Год назад

    Did you get the models from the game files or did I miss something?

  • @ahmedsabrah4133
    @ahmedsabrah4133 Год назад

    how can i get the 3d models to studythem like that ?

  • @alexandrup7303
    @alexandrup7303 Год назад

    With what are made the panel cuts? Because I am new to this and I don't fully understand..

  • @Alienbacilusua
    @Alienbacilusua Год назад

    Thank you for sharing! Sometimes during the vid I;ve wisher for you to press Shift+F and fly into the ship's interior)

  • @xXMasterTrunksXx
    @xXMasterTrunksXx Год назад

    What about the space stations or environments?

  • @mr_c_magic6655
    @mr_c_magic6655 Год назад +2

    Those models are sick as f*ck!! I remember Star Citizen first being shown years ago and it was the best graphic I had ever seen and looking at these models I now know why, thank you Ryu awesome video

  • @Lebartuu
    @Lebartuu Год назад

    how did you export those meshes

  • @valdoltra
    @valdoltra Год назад

    Is it safe to assume that they don't account for hull thickness? They don't apply solidify modifier? The thickness of the hull is just a simple plane I guess...

    • @PonteRyuurui
      @PonteRyuurui  Год назад +1

      It's a good subject for an article on Reddit "Devastating Atmospheric Pressures of Outer Space Regions in Unreal Engine 5 and Their Adverse Effect on Cargo Ships' Hulls"

    • @valdoltra
      @valdoltra Год назад

      Oh you 😂 Great idea, but no. 😂 What I meant is, when you disassembled that modular ship, I think I saw that hull has no thickness. This makes it easiet to model interior without having to think about bevels and shading issues. Or I saw it wrong...

    • @PonteRyuurui
      @PonteRyuurui  Год назад

      @@valdoltra well always think of whats the purpose of the mesh, in this case no one will see the thickness, so use planes

  •  Год назад

    Your reaction was mine too "Jesus Christ" lol. Great video.

  • @bruce4551
    @bruce4551 Год назад

    Brilliant!🔥🔥

  • @trappist-x
    @trappist-x Год назад

    Another source of reference I like is from the WipEout games, specifically HD/Fury & 2048. Of course because it's a racing game, the main motif is looking fast, but I think there's some good stuff there for sci fi

  • @mikhailnebarakov6092
    @mikhailnebarakov6092 Год назад

    @PonteRyuurui, what do you think about other online sci-fi worlds? What is about SWTOR or Eve online? I realize everyone is able to get inspiration from absolutely different sources but still, I'm interested in your opinion about mentioned online worlds. Thanks in advance.

  • @thebritishengineer8027
    @thebritishengineer8027 Год назад

    As an "old school" sculptor/model maker in the 90's I was part of the British sci-fi click, before going pro producing vehicles/miniatures concepts for a number of garage kit companies. While I love StarCitizen, some of it's design is totally impractical/unbelievable. Martin Bower lead model maker on Space 1999, Alien and Outland quoted "good sci-fi design looks like it was built for purpose". An understanding of engineering and scratch building SC ships would prove the gun turrets (mostly orrid) would fall off and the ships are not balanced. Look up Martins designs, Steve Begg, Ron Thornton, Mike Trim, Bill Pearson.. To name but a few.

    • @billywashere6965
      @billywashere6965 Год назад

      Some are more or less practical than others; depends on the manufacturer. Drake has a lot more duct-tape and screwdriver designs, whereas Origin is built around luxury accommodations. There are also alien ships in the game, where conventional human practicality is thrown to the wayside due to cultural differences. Ships like the Reclaimer or or Vulture definitely fit the practicality side based on how they function and what they do, whereas the Prowler or the Banu Defender are more for "wow" factor.